idk why I dont have a cursor
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59 changed files with 14361 additions and 7042 deletions
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@ -16,19 +16,7 @@ feudal_government = {
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primary_holding = castle_holding
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract = {
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feudal_government_taxes
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feudal_government_levies
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special_contract
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religious_rights
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fortification_rights
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coinage_rights
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succession_rights
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war_declaration_rights
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council_rights
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title_revocation_rights
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jizya_special_rights
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}
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vassal_contract_group = feudal_vassal
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ai = {
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use_legends = yes
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@ -37,6 +25,7 @@ feudal_government = {
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flag = may_elevate_co_monarch
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_feudal
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flag = government_is_settled
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color = hsv{ 0.67 1.00 0.78 }
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}
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@ -46,21 +35,27 @@ republic_government = {
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required_county_holdings = { city_holding castle_holding church_holding }
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government_rules = {
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inherit_from_dynastic_government = no
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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legitimacy = yes
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inherit_from_dynastic_government = no
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landless_playable = yes
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}
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domicile_type = estate
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ai = {
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use_legends = yes
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arrange_marriage = no
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use_goals = no
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use_scripted_guis = no
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perform_religious_reformation = no
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use_legends = no
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}
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vassal_contract = { republic_government_obligations }
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vassal_contract_group = republic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_special_republic
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flag = government_is_settled
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color = hsv{ 0.00 1.00 0.98 }
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}
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@ -76,7 +71,7 @@ theocracy_government = {
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}
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primary_holding = church_holding
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valid_holdings = { castle_holding }
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valid_holdings = { castle_holding tribal_holding nomad_holding herder_holding }
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required_county_holdings = { church_holding castle_holding city_holding }
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ai = {
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@ -91,16 +86,15 @@ theocracy_government = {
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}
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}
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vassal_contract = { theocracy_government_obligations }
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vassal_contract_group = theocracy_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_theocracy
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flag = government_is_settled
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color = hsv{ 0.00 0.00 0.78 }
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}
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### Brief: clan_government
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# This is referenced in code
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#
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clan_government = {
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government_rules = {
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create_cadet_branches = yes
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@ -124,15 +118,7 @@ clan_government = {
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house_unity = clan_house_unity
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tax_slot_type = clan_tax_slot
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vassal_contract = {
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clan_tax_collector_obligations
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special_contract
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religious_rights
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war_declaration_rights
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council_rights
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title_revocation_rights
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marriage_favor_rights
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}
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vassal_contract_group = clan_vassal
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ai = {
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use_legends = yes
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@ -142,19 +128,12 @@ clan_government = {
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scope:vassal = {
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if = {
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limit = {
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is_powerful_vassal = yes
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NOT = {
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is_allied_to = scope:liege
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}
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}
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if = {
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limit = {
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is_powerful_vassal = yes
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}
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value = clan_powerful_vassal_no_alliance_opinion_penalty_value
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}
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else = {
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value = clan_vassal_no_alliance_opinion_penalty_value
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}
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value = clan_powerful_vassal_no_alliance_opinion_penalty_value
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}
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}
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}
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@ -171,23 +150,13 @@ clan_government = {
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}
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desc = "GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL"
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}
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triggered_desc = {
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trigger = {
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scope:vassal = {
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NOT = {
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is_allied_to = scope:liege
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}
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is_powerful_vassal = no
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}
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}
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desc = "GOVERNMENT_CLAN_NOT_ALLIED"
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}
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}
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_clan
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flag = may_appoint_viziers
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flag = government_is_settled
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color = hsv{ 0.39 0.93 0.54 }
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}
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@ -209,7 +178,7 @@ tribal_government = {
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always_use_patronym = yes
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affected_by_development = no
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vassal_contract = { tribal_government_obligations }
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vassal_contract_group = tribal_vassal
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ai = {
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use_legends = yes
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@ -233,6 +202,7 @@ tribal_government = {
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flag = may_elevate_co_monarch
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_tribal
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flag = government_is_settled
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color = hsv{ 0.02 0.75 0.36 }
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}
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@ -294,6 +264,11 @@ holy_order_government = {
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color = hsv{ 0.00 0.00 0.66 }
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}
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### Brief: administrative_government
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# Default administrative government, used for Byzantium
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#
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# This is referenced in code
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#
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administrative_government = {
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government_rules = {
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create_cadet_branches = yes
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@ -306,7 +281,8 @@ administrative_government = {
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#state_faith = yes
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use_as_base_on_landed = yes
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use_as_base_on_rank_up = yes
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#inherit_from_dynastic_government = no
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inherit_from_dynastic_government = no
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sticky_government = yes
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}
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domicile_type = estate
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@ -317,35 +293,30 @@ administrative_government = {
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valid_holdings = { city_holding }
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract = {
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administrative_obligations
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administrative_themes
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}
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vassal_contract_group = admin_vassal
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character_modifier = {
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#levy_size = -0.2
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#feudal_government_tax_contribution_mult = -0.2
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#feudal_government_levy_contribution_mult = -0.2
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#clan_government_tax_contribution_mult = -0.2
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#clan_government_levy_contribution_mult = -0.2
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#men_at_arms_cap = -1
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#men_at_arms_limit = -1
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#knight_limit = -3
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#vassal_limit = 100
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#active_accolades = -1
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#title_creation_cost_mult = -0.5
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vassal_limit = 100
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active_accolades = -1
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title_creation_cost_mult = -0.5
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}
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# Use flags instead of has_government = administrative_government for moddability if possible (i.e., wherever not visible to the player).
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_administrative
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# These flags only exist for loc and in-game descriptions
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flag = government_has_influence
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flag = government_has_title_men_at_arms
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flag = government_has_powerful_families
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flag = government_is_settled
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color = { 72 6 92 }
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}
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### Brief: landless_adventurer_government
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# Default landless adventurer government
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#
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# This is referenced in code
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#
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landless_adventurer_government = {
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government_rules = {
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court_generate_spouses = no
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@ -358,6 +329,7 @@ landless_adventurer_government = {
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mercenary = yes
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allow_out_of_realm_inheritance = yes
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use_as_base_on_landed = yes
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use_maa_maintenance = no
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}
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domicile_type = camp
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@ -395,7 +367,131 @@ landless_adventurer_government = {
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = cannot_be_vassal_or_liege
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flag = adult_rulers_only
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flag = government_is_landless_adventurer
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color = hsv{ 0.00 0.00 0.66 }
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}
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### Brief: nomad_government
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# Default nomad government, used for the Steppe Region
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#
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# This is referenced in code
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#
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nomad_government = {
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = no
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royal_court = yes
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landless_playable = yes
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legitimacy = yes
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use_as_base_on_rank_up = yes
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use_as_base_on_landed = yes
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conditional_maa_refill = yes
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uses_county_fertility = yes
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uses_culture_and_house_head_named_realms = yes
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sticky_government = yes
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obedience = yes
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subject_men_at_arms = yes
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no_capital_movement_cooldown = yes
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}
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domicile_type = yurt
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primary_holding = nomad_holding
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valid_holdings = { nomad_holding castle_holding tribal_holding }
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required_county_holdings = { nomad_holding }
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generated_character_template = nomadic_chieftain_character
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affected_by_development = no
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max_dread = 150
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vassal_contract_group = nomad_vassal
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character_modifier = {
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steppe_travel_danger = steppe_high_danger_reduction
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plains_travel_danger = steppe_high_danger_reduction
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drylands_travel_danger = drylands_medium_danger_reduction
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mountains_travel_danger = mountains_medium_danger_reduction
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steppe_cancel_negative_supply = yes
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ignore_negative_opinion_of_culture = yes
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county_fertility_decline_add = -15
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movement_speed = 0.1
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movement_speed_land_raiding = 0.1
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the_great_steppe_supply_limit_add = 10000
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game_rule_extra_nomads_arabs_supply_limit_add = 10000
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game_rule_extra_nomads_horn_supply_limit_add = 10000
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game_rule_extra_nomads_sahel_supply_limit_add = 10000
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game_rule_extra_nomads_sami_supply_limit_add = 10000
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game_rule_extra_nomads_tibet_supply_limit_add = 10000
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domain_limit = -1
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ai_war_cooldown = -0.5
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ai_war_chance = 2
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men_at_arms_maintenance = -0.5
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supply_duration = 1
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county_opinion_add = 25
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title_creation_cost_mult = -0.5
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_nomadic
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flag = government_can_raid_rule
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flag = government_can_use_tributary_men_at_arms
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flag = can_start_war_with_raised_troops
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flag = ignores_faith_marriage_penalties
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flag = no_hostile_attrition_in_steppe # Done in code, here for loc
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flag = movement_speed_from_government
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flag = land_raiding_movement_speed_from_government
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flag = can_raze_holdings
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# These flags only exist for loc and in-game descriptions
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color = { 255 127 80 }
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}
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### Brief: herder_government
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# Default herder government, used for the Steppe Region
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#
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# This is referenced in code
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#
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herder_government = {
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primary_holding = herder_holding
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valid_holdings = { herder_holding castle_holding tribal_holding }
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required_county_holdings = { herder_holding }
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generated_character_template = herder_character
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government_rules = {
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court_generate_spouses = no
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council = no
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create_cadet_branches = no
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rulers_should_have_dynasty = no
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uses_county_fertility = yes
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replenishes_county_fertility = yes
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deny_powerful_vassal = yes
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redirects_wars_to_overlord = yes
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}
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character_modifier = {
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knight_limit = -100
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active_accolades = -100
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county_opinion_add = 100
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monthly_income_mult = -10
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}
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ai = {
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use_lifestyle = no
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arrange_marriage = no
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use_goals = no
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use_decisions = no
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use_scripted_guis = no
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use_legends = no
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perform_religious_reformation = no
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}
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vassal_contract_group = herder_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_herder
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flag = ignores_faith_marriage_penalties
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color = { 235 213 52 }
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}
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